Chapter 7

This commit is contained in:
Tor-Eirik Bakke Lunde 2020-03-07 15:38:00 +01:00
parent aa257d22bf
commit 6befe9076f
7 changed files with 799 additions and 123 deletions

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@ -7,15 +7,14 @@
;
; I/O:
;
DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER
DDR1B .EQ VIA1+2 ; PORT B DATA DIRECTION REGISTER
PORT1A .EQ VIA1+1 ; PORT A
PORT2 .EQ VIA1
PORT1B .EQ VIA1 ; PORT B
DDR3A .EQ VIA3+3 ; PORT A DATA DIRECTION REGISTER
DDR3B .EQ VIA3+2 ; PORT B DATA DIRECTION REGISTER
PORT1A .EQ VIA1+1 ; PORT A
DDR1B .EQ VIA1+2 ; PORT B DATA DIRECTION REGISTER
DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER
PORT3B .EQ VIA3 ; PORT B
PORT3A .EQ VIA3+1 ; PORT A
DDR3B .EQ VIA3+2 ; PORT B DATA DIRECTION REGISTER
DDR3A .EQ VIA3+3 ; PORT A DATA DIRECTION REGISTER
;
; VARIABLE STORAGE.
;

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@ -1,15 +1,16 @@
0000- 4 ;
0000- 5 ; HEX GUESSING GAME USING '6502 GAMES' HARDWARE. BOARD SHOULD BE JUMPERED WITH
0000- 6 ; VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. OTHER THAN THAT THE CODE IS SHOULD
0000- 7 ; BE UNCHANGED FROM THE BOOK THOUGH THERE WILL BE SOME DIFFERENCES DUE TO
0000- 8 ; ASSEMBLER USED.
0000- 9 ;
C000- 10 VIA1 .EQ $C000
CC00- 11 VIA3 .EQ $CC00
0000- 12
0200- 13 .OR $0200
0200- 14 .TA $0200
0200- 15 BEGIN .IN game.asm
0000- 5 ; SPINNER IS A REACTION TIMING GAME USING '6502 GAMES' HARDWARE, AN LED CHASES
0000- 6 ; AROUND THE LED CUBE AND YOU SHOULD TRY TO HIT THE CORRESPONDING BUTTON.
0000- 7 ; BOARD SHOULD ; BE JUMPERED WITH VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW.
0000- 8 ; OTHER THAN THAT THE CODE IS SHOULD BE UNCHANGED FROM THE BOOK THOUGH THERE
0000- 9 ; WILL BE SOME DIFFERENCES DUE TO ASSEMBLER USED.
0000- 10 ;
C000- 11 VIA1 .EQ $C000
CC00- 12 VIA3 .EQ $CC00
0000- 13
0200- 14 .OR $0200
0200- 15 .TA $0200
0200- 16 BEGIN .IN game.asm
0200- I 1 ; 'SPINNER'
0200- I 2 ; PROGRAM TO TEST REACTION TIME OF PLAYER. BLIP OF LIGHT SPINS AROUND EDGE OF
0200- I 3 ; 3X3 LED MATRIX, AND USER MUST PRESS CORRESPONDING KEY. IF, AFTER A NUMBER OF
@ -19,112 +20,111 @@ CC00- 11 VIA3 .EQ $CC00
0200- I 7 ;
0200- I 8 ; I/O:
0200- I 9 ;
C003- I 10 DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER
C002- I 11 DDR1B .EQ VIA1+2 ; PORT B DATA DIRECTION REGISTER
C001- I 12 PORT1A .EQ VIA1+1 ; PORT A
C000- I 13 PORT2 .EQ VIA1
C000- I 14 PORT1B .EQ VIA1 ; PORT B
CC03- I 15 DDR3A .EQ VIA3+3 ; PORT A DATA DIRECTION REGISTER
C000- I 10 PORT1B .EQ VIA1 ; PORT B
C001- I 11 PORT1A .EQ VIA1+1 ; PORT A
C002- I 12 DDR1B .EQ VIA1+2 ; PORT B DATA DIRECTION REGISTER
C003- I 13 DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER
CC00- I 14 PORT3B .EQ VIA3 ; PORT B
CC01- I 15 PORT3A .EQ VIA3+1 ; PORT A
CC02- I 16 DDR3B .EQ VIA3+2 ; PORT B DATA DIRECTION REGISTER
CC00- I 17 PORT3B .EQ VIA3 ; PORT B
CC01- I 18 PORT3A .EQ VIA3+1 ; PORT A
0200- I 19 ;
0200- I 20 ; VARIABLE STORAGE.
0200- I 21 ;
0000- I 22 ZP .EQ $00
0000- I 23 DURAT .EQ ZP ; DURATION OF INTER-MOVEMENT DELAY.
0001- I 24 DIFCLT .EQ ZP+1 ; DIFFICULTY LEVEL.
0002- I 25 DNTST .EQ ZP+2 ; SET TO $01 IF KEY DOWN AT START OF
0200- I 26 ; INTER-MOVEMENT DELAY.
0200- I 27 ;
0200- I 28 ; MAIN PROGRAM
0200- I 29 ;
0200-A9 FF I 30 ( 2) START LDA #$FF ; SET I/O REGISTERS.
0202-8D 03 C0 I 31 ( 4) STA DDR1A
0205-8D 02 C0 I 32 ( 4) STA DDR1B
0208-8D 02 CC I 33 ( 4) STA DDR3B
020B-A9 08 I 34 ( 2) LDA #8
020D-85 01 I 35 ( 2) STA DIFCLT ; SET DIFFICULTY
020F-8D 03 CC I 36 ( 4) STA DDR3A ; SET KEYSTROBE PORT.
0212-A0 00 I 37 ( 2) NWGME LDY #0 ; RESET LOOP/BLIP COUNTER.
0214-A9 00 I 38 ( 2) LOOP LDA #0
0216-85 02 I 39 ( 2) STA DNTST ; CLEAR KEYDOWN INDICATOR.
0218-8D 00 C0 I 40 ( 4) STA PORT1B ; CLEAR HI LED PORT.
021B-98 I 41 ( 2) TYA ; USE LOWER 3 BITS OF MAIN COUNTER
021C-29 07 I 42 ( 2) AND #$07 ; AS INDEX TO FIND LED PATTERN
021E-AA I 43 ( 2) TAX ; IN TABLE OF PATTERNS.
021F-BD 95 02 I 44 ( 4*) LDA LTABLE,X ; GET PATTERN FOR LED TO BE TURNED ON
0222-8D 01 C0 I 45 ( 4) STA PORT1A ; STORE IN LED PORT.
0225-D0 05 I 46 (2**) BNE CHECK ; IF PATTERN <> 0, SKIP.
0227-A9 01 I 47 ( 2) LDA #1 ; PATTERN=0, SO SET HI BIT.
0229-8D 00 C0 I 48 ( 4) STA PORT1B
022C-BD 9D 02 I 49 ( 4*) CHECK LDA KYTBL,X ; GET KEY# TO TEST FOR.
022F-8D 00 CC I 50 ( 4) STA PORT3B ; STORE IN KEYPORT
0232-2C 01 CC I 51 ( 4) BIT PORT3A ; STROBE HI?
0235-30 04 I 52 (2**) BMI DELAY ; IF NOT, SKIP.
0237-A9 01 I 53 ( 2) INVALD LDA #01 ; STROBE HI; SET KEY DOWN MARKER.
0239-85 02 I 54 ( 2) STA DNTST
023B-A9 80 I 55 ( 2) DELAY LDA #$80 ; GET # OF LOOP CYCLES (DELAY LENGTH)
023D-85 00 I 56 ( 2) STA DURAT
023F-A5 01 I 57 ( 3) DL1 LDA DIFCLT ; MULTIPLY DIFFICULTY COUNTER
0241-0A I 58 ( 2) ASL A ; BY FOUR TO DETERMINE DELAY
0242-0A I 59 ( 2) ASL A ; LENGTH.
0243-AA I 60 ( 2) TAX
0244-26 02 I 61 ( 5) DL2 ROL DNTST ; DELAY ACCORDING TO DIFCLT.
0246-66 02 I 62 ( 5) ROR DNTST
0248-CA I 63 ( 2) DEX
0249-D0 F9 I 64 (2**) BNE DL2 ; LOOP UNTIL COUNT = 0
024B-A5 02 I 65 ( 3) LDA DNTST ; GET KEY DOWN FLAG.
024D-D0 05 I 66 (2**) BNE NOTST ; IF KEY WAS DOWN AT BEGINNING OF
024F- I 67 ; DELAY, DON'T TEST IT.
024F-2C 01 CC I 68 ( 4) BIT PORT3A ; CHECK KEY STROBE
0252-10 19 I 69 (2**) BPL HIT ; KEY HAS CLOSED DURING DELAY: HIT.
0254-C6 00 I 70 ( 5) NOTST DEC DURAT ; COUNT DELAY LOOP DOWN.
0256-D0 E7 I 71 (2**) BNE DL1 ; LOOP IF NOT 0.
0258-C8 I 72 ( 2) INY ; INCREMENT MAIN SPIN COUNTER.
0259-D0 B9 I 73 (2**) BNE LOOP ; IF 32 LOOPS NOT DONE, DO NEXT LOOP EASIER
025B-A6 01 I 74 ( 3) LDX DIFCLT ; NO HITS THIS TIME, MAKE NEXT EASIER.
025D-E8 I 75 ( 2) INX
025E-8A I 76 ( 2) TXA ; MAKE SURE DIFFICULTY DOES NOT
025F-C9 10 I 77 ( 2) CMP #16 ; EXCEED 15.
0261-D0 02 I 78 (2**) BNE OK
0263-A9 0F I 79 ( 2) LDA #15
0265-85 01 I 80 ( 2) OK STA DIFCLT
0267-20 82 02 I 81 ( 6) JSR WAIT ; PAUSE A BIT
026A-4C 12 02 I 82 ( 3) JMP NWGME ; START NEW ROUND.
026D-20 82 02 I 83 ( 6) HIT JSR WAIT ; PAUSE A BIT.
0270-C6 01 I 84 ( 5) DEC DIFCLT ; MAKE NEXT GAME HARDER.
0272-D0 9E I 85 (2**) BNE NWGME ; IF DIFFICULTY NOT 0 (HARDEST), PLAY NEXT GAME.
0274-A9 FF I 86 ( 2) LDA #$FF ; PLAYER HAS MADE IT TO TOP
0276-8D 01 C0 I 87 ( 4) STA PORT1A ; DIFFICULTY LEVEL, LIGHT ALL LEDS.
0279-8D 00 C0 I 88 ( 4) STA PORT1B
027C-20 82 02 I 89 ( 6) JSR WAIT ; PAUSE A BIT.
027F-4C 00 02 I 90 ( 3) JMP START ; PLAY ANOTHER GAME.
0282- I 91 ;
0282- I 92 ; SUBROUTINE 'WAIT'
0282- I 93 ; SHORT DELAY.
0282- I 94 ;
0282-A0 FF I 95 ( 2) WAIT LDY #$FF
0284-A2 FF I 96 ( 2) LP1 LDX #$FF
0286-66 00 I 97 ( 5) LP2 ROR DURAT
0288-26 00 I 98 ( 5) ROL DURAT
028A-66 00 I 99 ( 5) ROR DURAT
028C-26 00 I 100 ( 5) ROL DURAT
028E-CA I 101 ( 2) DEX
028F-D0 F5 I 102 (2**) BNE LP2
0291-88 I 103 ( 2) DEY
0292-D0 F0 I 104 (2**) BNE LP1
0294-60 I 105 ( 6) RTS
0295- I 106 ;
0295- I 107 ; TABLE OF PATTERNS TO BE SENT TO LED MATRIX AT EACH LOOP COUNTM SET FOR
0295- I 108 ; CLOCKWISE ROTATION STARTING AT LED #1.
0295- I 109 ;
CC03- I 17 DDR3A .EQ VIA3+3 ; PORT A DATA DIRECTION REGISTER
0200- I 18 ;
0200- I 19 ; VARIABLE STORAGE.
0200- I 20 ;
0000- I 21 ZP .EQ $00
0000- I 22 DURAT .EQ ZP ; DURATION OF INTER-MOVEMENT DELAY.
0001- I 23 DIFCLT .EQ ZP+1 ; DIFFICULTY LEVEL.
0002- I 24 DNTST .EQ ZP+2 ; SET TO $01 IF KEY DOWN AT START OF
0200- I 25 ; INTER-MOVEMENT DELAY.
0200- I 26 ;
0200- I 27 ; MAIN PROGRAM
0200- I 28 ;
0200-A9 FF I 29 ( 2) START LDA #$FF ; SET I/O REGISTERS.
0202-8D 03 C0 I 30 ( 4) STA DDR1A
0205-8D 02 C0 I 31 ( 4) STA DDR1B
0208-8D 02 CC I 32 ( 4) STA DDR3B
020B-A9 08 I 33 ( 2) LDA #8
020D-85 01 I 34 ( 2) STA DIFCLT ; SET DIFFICULTY
020F-8D 03 CC I 35 ( 4) STA DDR3A ; SET KEYSTROBE PORT.
0212-A0 00 I 36 ( 2) NWGME LDY #0 ; RESET LOOP/BLIP COUNTER.
0214-A9 00 I 37 ( 2) LOOP LDA #0
0216-85 02 I 38 ( 2) STA DNTST ; CLEAR KEYDOWN INDICATOR.
0218-8D 00 C0 I 39 ( 4) STA PORT1B ; CLEAR HI LED PORT.
021B-98 I 40 ( 2) TYA ; USE LOWER 3 BITS OF MAIN COUNTER
021C-29 07 I 41 ( 2) AND #$07 ; AS INDEX TO FIND LED PATTERN
021E-AA I 42 ( 2) TAX ; IN TABLE OF PATTERNS.
021F-BD 95 02 I 43 ( 4*) LDA LTABLE,X ; GET PATTERN FOR LED TO BE TURNED ON
0222-8D 01 C0 I 44 ( 4) STA PORT1A ; STORE IN LED PORT.
0225-D0 05 I 45 (2**) BNE CHECK ; IF PATTERN <> 0, SKIP.
0227-A9 01 I 46 ( 2) LDA #1 ; PATTERN=0, SO SET HI BIT.
0229-8D 00 C0 I 47 ( 4) STA PORT1B
022C-BD 9D 02 I 48 ( 4*) CHECK LDA KYTBL,X ; GET KEY# TO TEST FOR.
022F-8D 00 CC I 49 ( 4) STA PORT3B ; STORE IN KEYPORT
0232-2C 01 CC I 50 ( 4) BIT PORT3A ; STROBE HI?
0235-30 04 I 51 (2**) BMI DELAY ; IF NOT, SKIP.
0237-A9 01 I 52 ( 2) INVALD LDA #01 ; STROBE HI; SET KEY DOWN MARKER.
0239-85 02 I 53 ( 2) STA DNTST
023B-A9 80 I 54 ( 2) DELAY LDA #$80 ; GET # OF LOOP CYCLES (DELAY LENGTH)
023D-85 00 I 55 ( 2) STA DURAT
023F-A5 01 I 56 ( 3) DL1 LDA DIFCLT ; MULTIPLY DIFFICULTY COUNTER
0241-0A I 57 ( 2) ASL A ; BY FOUR TO DETERMINE DELAY
0242-0A I 58 ( 2) ASL A ; LENGTH.
0243-AA I 59 ( 2) TAX
0244-26 02 I 60 ( 5) DL2 ROL DNTST ; DELAY ACCORDING TO DIFCLT.
0246-66 02 I 61 ( 5) ROR DNTST
0248-CA I 62 ( 2) DEX
0249-D0 F9 I 63 (2**) BNE DL2 ; LOOP UNTIL COUNT = 0
024B-A5 02 I 64 ( 3) LDA DNTST ; GET KEY DOWN FLAG.
024D-D0 05 I 65 (2**) BNE NOTST ; IF KEY WAS DOWN AT BEGINNING OF
024F- I 66 ; DELAY, DON'T TEST IT.
024F-2C 01 CC I 67 ( 4) BIT PORT3A ; CHECK KEY STROBE
0252-10 19 I 68 (2**) BPL HIT ; KEY HAS CLOSED DURING DELAY: HIT.
0254-C6 00 I 69 ( 5) NOTST DEC DURAT ; COUNT DELAY LOOP DOWN.
0256-D0 E7 I 70 (2**) BNE DL1 ; LOOP IF NOT 0.
0258-C8 I 71 ( 2) INY ; INCREMENT MAIN SPIN COUNTER.
0259-D0 B9 I 72 (2**) BNE LOOP ; IF 32 LOOPS NOT DONE, DO NEXT LOOP EASIER
025B-A6 01 I 73 ( 3) LDX DIFCLT ; NO HITS THIS TIME, MAKE NEXT EASIER.
025D-E8 I 74 ( 2) INX
025E-8A I 75 ( 2) TXA ; MAKE SURE DIFFICULTY DOES NOT
025F-C9 10 I 76 ( 2) CMP #16 ; EXCEED 15.
0261-D0 02 I 77 (2**) BNE OK
0263-A9 0F I 78 ( 2) LDA #15
0265-85 01 I 79 ( 2) OK STA DIFCLT
0267-20 82 02 I 80 ( 6) JSR WAIT ; PAUSE A BIT
026A-4C 12 02 I 81 ( 3) JMP NWGME ; START NEW ROUND.
026D-20 82 02 I 82 ( 6) HIT JSR WAIT ; PAUSE A BIT.
0270-C6 01 I 83 ( 5) DEC DIFCLT ; MAKE NEXT GAME HARDER.
0272-D0 9E I 84 (2**) BNE NWGME ; IF DIFFICULTY NOT 0 (HARDEST), PLAY NEXT GAME.
0274-A9 FF I 85 ( 2) LDA #$FF ; PLAYER HAS MADE IT TO TOP
0276-8D 01 C0 I 86 ( 4) STA PORT1A ; DIFFICULTY LEVEL, LIGHT ALL LEDS.
0279-8D 00 C0 I 87 ( 4) STA PORT1B
027C-20 82 02 I 88 ( 6) JSR WAIT ; PAUSE A BIT.
027F-4C 00 02 I 89 ( 3) JMP START ; PLAY ANOTHER GAME.
0282- I 90 ;
0282- I 91 ; SUBROUTINE 'WAIT'
0282- I 92 ; SHORT DELAY.
0282- I 93 ;
0282-A0 FF I 94 ( 2) WAIT LDY #$FF
0284-A2 FF I 95 ( 2) LP1 LDX #$FF
0286-66 00 I 96 ( 5) LP2 ROR DURAT
0288-26 00 I 97 ( 5) ROL DURAT
028A-66 00 I 98 ( 5) ROR DURAT
028C-26 00 I 99 ( 5) ROL DURAT
028E-CA I 100 ( 2) DEX
028F-D0 F5 I 101 (2**) BNE LP2
0291-88 I 102 ( 2) DEY
0292-D0 F0 I 103 (2**) BNE LP1
0294-60 I 104 ( 6) RTS
0295- I 105 ;
0295- I 106 ; TABLE OF PATTERNS TO BE SENT TO LED MATRIX AT EACH LOOP COUNTM SET FOR
0295- I 107 ; CLOCKWISE ROTATION STARTING AT LED #1.
0295- I 108 ;
0295-01 02 04 20
00 80 40 08 I 110 LTABLE .HS 01.02.04.20.00.80.40.08
029D- I 111
029D- I 112 ;
029D- I 113 ; TABLE OF PATTERNS TO BE SENT TO KEYBOARD TO TEST IF LEDS ARE ON AT EACH
029D- I 114 ; LOOP COUNT.
029D- I 115 ;
00 80 40 08 I 109 LTABLE .HS 01.02.04.20.00.80.40.08
029D- I 110
029D- I 111 ;
029D- I 112 ; TABLE OF PATTERNS TO BE SENT TO KEYBOARD TO TEST IF LEDS ARE ON AT EACH
029D- I 113 ; LOOP COUNT.
029D- I 114 ;
029D-01 02 03 06
09 08 07 04 I 116 KYTBL .HS 01.02.03.06.09.08.07.04
09 08 07 04 I 115 KYTBL .HS 01.02.03.06.09.08.07.04

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@ -0,0 +1,4 @@
@echo off
sbasm.py slot_machine.asm
type slot_machine.list
pause

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@ -0,0 +1,307 @@
; 'SLOT MACHINE'
; SLOT MACHINE SIMULATOR PROGRAM, PRESS ANY KEY TO START 'SPIN'. SCORE
; DETERMINED BY ARRAY 'SCORTB'. 8 POINTS INITIAL SCORE, ONE POINT PENALTY
; FOR EACH BAD SPIN.
;
; I/O:
;
PORT1B .EQ VIA1 ; PORT B
PORT1A .EQ VIA1+1 ; PORT A
DDR1B .EQ VIA1+2 ; PORT B DATA DIRECTION REGISTER
DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER
T1CL .EQ VIA1+4
PORT3B .EQ VIA3 ; PORT B
PORT3A .EQ VIA3+1 ; PORT A
DDR3B .EQ VIA3+2 ; PORT B DATA DIRECTION REGISTER
DDR3A .EQ VIA3+3 ; PORT A DATA DIRECTION REGISTER
;
; VARIABLE STORAGE.
;
ZP .EQ $00
TEMP .EQ ZP ; TEMPORARY STORAGE.
SCORTP .EQ ZP+1 ; TEMPORARY SCORE STORAGE
SCORE .EQ ZP+2 ; SCORE.
DUR .EQ ZP+3 ; DURATION OF TONES.
FREQ .EQ ZP+4
SPEEDS .EQ ZP+5 ; SPEEDS OF REVOLUTION FOR LEDS IN COLUMNS
INDX .EQ ZP+8 ; DELAY COUNTERS FOR LED REVOLUTIONS.
INCR .EQ ZP+11 ; POINTERS FOR LED POSITIONS:
; USED TO FETCH PATTERNS OUT OF TABLES.
LTMSK .EQ ZP+14 ; PATTERNS FOR LIT LEDS
VALUES .EQ ZP+17 ; NUMBER OF LIT LEDS IN EACH ROW.
RND .EQ ZP+20 ; SCRATCHPAD FOR RND # GENERATOR.
;
; MAIN PROGRAM
;
GETKEY .EQ $100
LDA #$FF ; SET UP PORTS.
STA DDR1A
STA DDR1B
STA DDR3B
LDA T1CL ; GET SEED FOR RANDOM # GENERATOR.
STA RND+1
START LDA #8 ; INITIAL SCORE IS EIGHT.
STA SCORE
TAY ; SHOW INITIAL SCORE
JSR LIGHT
KEY JSR GETKEY ; ANY KEY PRESSED STARTS PROGRAM.
JSR DISPLY ; SPIN WHEELS
JSR EVAL ; CHECK SCORE AND SHOW IT
LDA SCORE
BNE KEY ; IF SCORE <> 0, GET NEXT PLAY.
BEQ START ; IF SCORE = 0; RESTART.
;
; SUBROUTINE 'DISPLY'
; SUBROUTINE TO DISPLAY 'SPINNING' LEDS, FIND COMBINATION USED TO
; DETERMINE SCORE.
;
LOLIM = 90
HILIM = 135
SPDPRM = 80
DISPLY LDA #0 ; RESET POINTERS.
STA INCR
STA INCR+1
STA INCR+2
LDRND LDY #2 ; SET INDEX FOR 3 ITERATIONS.
GETRND JSR RANDOM ; GET RANDOM #.
CMP #HILIM ; TOO LARGE?
BCS GETRND ; IF SO, GET ANOTHER.
CMP #LOLIM ; TOO SMALL?
BCC GETRND ; IF SO, GET ANOTHER.
STA INDX,Y ; SAVE IN LOOP INDEXES AND
STA SPEEDS,Y ; LOOP SPEED COUNTERS.
DEY
BPL GETRND ; GET NEXT RND #.
UPDATE LDX #2 ; SET INDEX FOR THREE ITERATIONS.
UPDTLP LDY SPEEDS,X ; IS SPEED(X) = 0?
BEQ NXTUPD ; IF SO, DO NEXT UPDATE.
DEC INDX,X ; DECREMENT LOOP INDEX(X)
BNE NXTUPD ; IF LOOPINDEX(X) <> 0, DO NEXT UPDATE.
LDY INCR,X ; INCREMENT POINTER(X).
INY
CPY #3 ; POINTER = 3?
BNE NORST ; IF NOT SKIP...
LDY #0 ; ... RESET OF POINTER TO 0.
NORST STY INCR,X ; RESTORE POINTER(X).
STX TEMP ; MULTIPLY X BY 3 FOR ARRAY ACCESS.
TXA
ASL A
CLC
ADC TEMP
ADC INCR,X ; ADD COLUMN # TO PTR(X) FOR ROW#.
TAY ; TRANSFER TO Y FOR INDEXING.
LDA LTABLE,Y ; GET PATTERN FOR LED.
STA LTMSK,X ; STORE IN LIGHT MASK(X).
SPDUPD LDY SPEEDS,X ; INCREMENT SPEED (X).
INY
STY SPEEDS,X ; RESTORE.
STY INDX,X ; RESET LOOP INDEX(X).
LEDUPD LDA #0 ; UPDATE LIGHTS.
STA PORT1B ; RESET LED #9
LDA LTMSK+2 ; COMBINE PATTERN FOR OUTPUT.
BNE OFFLD9 ; IF MASK#3 <> 0, LED 9 OFF.
LDA #01 ; TURN ON LED 9.
STA PORT1B
LDA #0 ; RESET A SO PATTERN WON'T BE BAD.
OFFLD9 ORA LTMSK ; COMBINE REST OF PATTERNS.
ORA LTMSK+1
STA PORT1A ; SET LIGHTS.
LDA PORT3B ; TOGGLE SPEAKER.
EOR #$FF
STA PORT3B
NXTUPD DEX ; DECREMENT X FOR NEXT UPDATE.
BPL UPDTLP ; IF X >= 0, DO NEXT UPDATE.
LDY #SPDPRM ; DELAY A BIT TO SLOW
WAIT DEY ; FLASHING OF LEDS.
BNE WAIT
LDA SPEEDS ; CHECK IF ALL COLUMNS OF LEDS STOPPED.
ORA SPEEDS+1
ORA SPEEDS+2
BNE UPDATE ; IF NOT, DO NEXT SEQUENCE OF UPDATES.
LDA #$FF
STA DUR ; DELAY TO SHOW USER PATTERN.
JSR DELAY
RTS ; ALL LEDS STOPPED, DONE.
;
; SUBROUTINE 'EVAL'
; SUBROUTINE TO EVALUATE PRODUCT OF SPIN, AND DISPLAY SCORE WITH TONES FOR
; WIN, LOSE, WIN+ENDGAME AND LOST+ENDGAME.
;
HITONE = $20
LOTONE = $F0
EVAL LDA #0 ; RESET VARIABLES.
STA VALUES
STA VALUES+1
STA VALUES+2
STA SCORTP
LDY #2 ; SET INDEX Y FOR 3 ITERATIONS TO COUNT # OF
; LEDS ON IN EACH ROW.
CNTLP LDX INCR,Y ; CHECK POINTER(Y), ADDING
INC VALUES,X ; UP # OF LEDS ON IN EACH ROW.
DEY
BPL CNTLP ; LOOP IF NOT DONE.
LDX #2 ; SET INDEX X FOR 3 ITERATIONS
; OF LOOP TO FIND SCORE.
SCORLP TXA ; MULTIPLY INDEX BY FOUR FOR ARRAY ROW ACCESS.
ASL A
ASL A
CLC ; ADD # OF LEDS ON IN ROW(X) TO...
ADC VALUES,X ; ... ARRIVE AT COLUMN ADDRESS IN ARRAY.
TAY ; USE AS INDEX
LDA SCORTB,Y ; GET SCORE FOR THIS SPIN.
CLC
ADC SCORTP ; ADD TO ANY PREVIOUS SCORES
; ACCUMULATED IN THIS LOOP.
STA SCORTP ; RESTORE
DEX
BPL SCORLP ; LOOP IF NOT DONE
LDA #$60 ; SET UP DURATIONS FOR TONES.
STA DUR
LDA SCORTP ; GET SCORE FOR THIS SPIN.
BEQ LOSE ; IF SCORE IS 0, LOSE A POINT.
WIN INC SCORE ; RAISE OVERALL SCORE BY ONE.
LDY SCORE ; GET SCORE
CPY #16 ; WIN WITH 16 POINTS?
BEQ WINEND ; YES; WIN+ENDGAME.
JSR LIGHT ; SHOW SCORE
LDA #HITONE ; PLAY HIGH BEEP.
JSR TONE
JSR DELAY ; SHORT DELAY.
DEC SCORTP ; DECREMENT SCORE TO BE ADDED TO...
; OVERALL SCORE BY ONE.
BNE WIN ; LOOP IF SCORE TRANSFER NOT COMPLETE.
RTS ; DONE, RETURN TO MAIN PROGRAM.
WINEND LDA #$FF ; TURN ALL LEDS ON TO SIGNAL WIN.
STA PORT1A
STA PORT1B
STA TEMP ; SET FREQ PARAMETER FOR RISING WARBLE.
LDA #0
STA SCORE ; CLEAR TO FLAG RESTART.
LDA #4
STA DUR ; SHORT DURATION FOR INDIVIDUAL BEEPS IN WARBLE.
RISE LDA TEMP ; GET FREQUENCY...
JSR TONE ; ... FOR BEEP.
DEC TEMP ; NEXT BEEP WILL BE HIGHER.
BNE RISE ; DO NEXT BEEP IF NOT DONE.
RTS ; RETURN FOR RESTART.
LOSE DEC SCORE ; IF SPIN BAD, SCORE=SCORE-1
LDY SCORE ; SHOW SCORE
JSR LIGHT
LDA #LOTONE ; PLAY LOW LOSE TONE.
JSR TONE
LDY SCORE ; GET SCORE TO SEE...
BEQ LOSEND ; ... IF GAME IS OVER.
RTS ; IF NOT, RETURN FOR NEXT SPIN.
LOSEND LDA #0 ; SET TEMP FOR USE AS FREQUENCY PARAMETER
STA TEMP ; IN FALLING WARBLE.
STA PORT1A ; CLEAR LED #1.
LDA #4
STA DUR
FALL LDA TEMP
JSR TONE ; PLAY BEEP.
INC TEMP ; NEXT TONE WILL BE LOWER.
BNE FALL
RTS ; RETURN FOR RESTART.
;
; SUBROUTINE 'DELAY'
; VARIABLE LENGHT DELAY SUBROUTINE
; DELAY LENGTH = (2046*[DUR]+10) US.
;
DELAY LDY DUR ; GET DELAY LENGHT.
DL1 LDX #$FF ; SET COUNTER FOR INNER 2040 US. LOOP TO
DL2 BNE DL3 ; WASTE TIME.
DL3 DEX ; DECREMENT INNER LOOP COUNTER.
BNE DL2 ; LOOP UNTIL INNER LOOP DONE.
DEY ; DECREMENT OUTER LOOP COUNTER.
BNE DL1 ; LOOP UNTIL DONE.
RTS ; RETURN.
;
; SUBROUTINE 'LIGHT'
; SUBROUTINE TO LIGHT LEDS CORRESPONDING TO THE CONTENTS OF REGISTER Y ON
; ENTERING.
;
LIGHT LDA #0 ; CLEAR ACCUMULATOR FOR BIT SHIFT.
STA TEMP ; CLEAR OVERFLOW FLAG
STA PORT1A ; CLEAR LOW LEDS
STA PORT1B ; CLEAR HIGH LEDS.
CPY #15 ; CODE FOR UNCONNECTED BIT?
BEQ LIGHT0 ; IF SO, NO CHANGE.
DEY ; DECREMENT TO MATCH.
LIGHT0 SEC ; SET BIT TO BE SHIFTED HIGH.
LTSHFT ROL A ; SHIFT BIT LEFT.
BCC LTCC ; IF CARRY SET, OVERFLOW HAS OCCURRED
; INTO HIGH BYTE.
LDX #$FF ; SET OVERFLOW FLAG.
STX TEMP
ROL ; MOVE BIT OUT OF CARRY.
LTCC DEY ; ONE LESS BIT TO BE SHIFTED.
BPL LTSHFT ; SHIFT AGAIN IF NOT DONE.
LDX TEMP ; GET OVERFLOW FLAG.
BNE HIBYTE ; IF FLAG <> 0, OVERFLOW: A CONTAINS HIGH BYTE.
LOBYTE STA PORT1A ; STORE A IN LOW ORDER LEDS.
RTS ; RETURN.
HIBYTE STA PORT1B ; STORE A IN HIGH ORDER LEDS.
RTS ; RETURN.
;
; SUBROUTINE 'TONE'
; TONE GENERATION SUBROUTINE.
;
TONE STA FREQ
LDA #$FF
STA PORT3B
LDA #0
LDX DUR
FL2 LDY FREQ
FL1 DEY
CLC
BCC FL0
FL0 BNE FL1
EOR #$FF
STA PORT3B
DEX
BNE FL2
RTS
;
; SUBROUTINE 'RANDOM'
; RANDOM NUMBER GENERATOR SUBROUTINE.
;
RANDOM SEC
LDA RND+1
ADC RND+4
ADC RND+5
STA RND
LDX #4
RNDSH LDA RND,X
STA RND+1,X
DEX
BPL RNDSH
RTS
;
; ARRAYS
;
;
; ARRAY OF PATTERNS TO LIGHT LEDS, ARRAY ROWS CORRESPOND TO COLUMNS OF LED
; ARRAY, AND COLUMNS TO ROWS, FOR EXAMPLE, THIRD BYTE IN ROW ONE WILL LIGHT
; LED 7.
;
LTABLE .HS 01.08.40.02.10.80.04.20.00
;
; ARRAY OF SCORES RECEIVED FOR CERTAIN PATTERS OF LIT LEDS; ROWS CORRESPOND TO
; ROWS IN LED ARRAY. COLUMNS CORRESPOND TO NUMBER OF LEDS LIT IN THAT ROW.
; I.E. 3 LEDS IN MIDDLE ROW IS 3 PTS.
;
SCORTB .HS 00.00.00.00.00.00.01.03.00.00.00.00

View File

@ -0,0 +1,15 @@
.CR 6502
.TF slot_machine.hex,INT
.LF slot_machine.list
;
; SLOT MACHINE GAME FOR THE '6502 GAMES' HARDWARE, BOARD SHOULD BE JUMPERED
; WITH VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. OTHER THAN THAT THE CODE
; IS SHOULD BE UNCHANGED FROM THE BOOK THOUGH THERE WILL BE SOME DIFFERENCES
; DUE TO ASSEMBLER USED.
;
VIA1 .EQ $C000
VIA3 .EQ $CC00
.OR $0200
.TA $0200
BEGIN .IN game.asm

View File

@ -0,0 +1,28 @@
:10020000A9FF8D03C08D02C08D02CCAD04C0851541
:10021000A9088502A8203D0320000120270220A76D
:1002200002A502D0F3F0E9A900850B850C850DA08D
:1002300002208003C987B0F9C95A90F5990800993E
:1002400005008810ECA202B405F044D608D040B4F2
:100250000BC8C003D002A000940B86008A0A186560
:1002600000750BA8B99303950EB405C894059408BE
:10027000A9008D00C0A510D007A9018D00C0A9005C
:10028000050E050F8D01C0AD00CC49FF8D00CCCA15
:1002900010B5A05088D0FDA50505060507D0A6A974
:1002A000FF850320300360A9008511851285138521
:1002B00001A002B60BF6118810F9A2028A0A0A18E8
:1002C0007511A8B99C031865018501CA10EEA960D3
:1002D0008503A501F034E602A402C010F010203D11
:1002E00003A920206403203003C601D0E960A9FFE0
:1002F0008D01C08D00C08500A9008502A904850379
:10030000A500206403C600D0F760C602A402203D09
:1003100003A9F0206403A402F00160A90085008D08
:1003200001C0A9048503A500206403E600D0F7609E
:10033000A403A2FFD000CAD0FB88D0F660A9008534
:10034000008D01C08D00C0C00FF00188382A9005D3
:10035000A2FF86002A8810F5A600D0048D01C06097
:100360008D00C0608504A9FF8D00CCA900A603A460
:100370000488189000D0FA49FF8D00CCCAD0F060F4
:1003800038A515651865198514A204B5149515CA04
:1003900010F96001084002108004200000000000F5
:0803A000000001030000000051
:00000001FF

View File

@ -0,0 +1,323 @@
0000- 4 ;
0000- 5 ; SLOT MACHINE GAME FOR THE '6502 GAMES' HARDWARE, BOARD SHOULD BE JUMPERED
0000- 6 ; WITH VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. OTHER THAN THAT THE CODE
0000- 7 ; IS SHOULD BE UNCHANGED FROM THE BOOK THOUGH THERE WILL BE SOME DIFFERENCES
0000- 8 ; DUE TO ASSEMBLER USED.
0000- 9 ;
C000- 10 VIA1 .EQ $C000
CC00- 11 VIA3 .EQ $CC00
0000- 12
0200- 13 .OR $0200
0200- 14 .TA $0200
0200- 15 BEGIN .IN game.asm
0200- I 1 ; 'SLOT MACHINE'
0200- I 2 ; SLOT MACHINE SIMULATOR PROGRAM, PRESS ANY KEY TO START 'SPIN'. SCORE
0200- I 3 ; DETERMINED BY ARRAY 'SCORTB'. 8 POINTS INITIAL SCORE, ONE POINT PENALTY
0200- I 4 ; FOR EACH BAD SPIN.
0200- I 5
0200- I 6 ;
0200- I 7 ; I/O:
0200- I 8 ;
C000- I 9 PORT1B .EQ VIA1 ; PORT B
C001- I 10 PORT1A .EQ VIA1+1 ; PORT A
C002- I 11 DDR1B .EQ VIA1+2 ; PORT B DATA DIRECTION REGISTER
C003- I 12 DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER
C004- I 13 T1CL .EQ VIA1+4
0200- I 14
CC00- I 15 PORT3B .EQ VIA3 ; PORT B
CC01- I 16 PORT3A .EQ VIA3+1 ; PORT A
CC02- I 17 DDR3B .EQ VIA3+2 ; PORT B DATA DIRECTION REGISTER
CC03- I 18 DDR3A .EQ VIA3+3 ; PORT A DATA DIRECTION REGISTER
0200- I 19
0200- I 20 ;
0200- I 21 ; VARIABLE STORAGE.
0200- I 22 ;
0000- I 23 ZP .EQ $00
0000- I 24 TEMP .EQ ZP ; TEMPORARY STORAGE.
0001- I 25 SCORTP .EQ ZP+1 ; TEMPORARY SCORE STORAGE
0002- I 26 SCORE .EQ ZP+2 ; SCORE.
0003- I 27 DUR .EQ ZP+3 ; DURATION OF TONES.
0004- I 28 FREQ .EQ ZP+4
0005- I 29 SPEEDS .EQ ZP+5 ; SPEEDS OF REVOLUTION FOR LEDS IN COLUMNS
0008- I 30 INDX .EQ ZP+8 ; DELAY COUNTERS FOR LED REVOLUTIONS.
000B- I 31 INCR .EQ ZP+11 ; POINTERS FOR LED POSITIONS:
0200- I 32 ; USED TO FETCH PATTERNS OUT OF TABLES.
000E- I 33 LTMSK .EQ ZP+14 ; PATTERNS FOR LIT LEDS
0011- I 34 VALUES .EQ ZP+17 ; NUMBER OF LIT LEDS IN EACH ROW.
0014- I 35 RND .EQ ZP+20 ; SCRATCHPAD FOR RND # GENERATOR.
0200- I 36
0200- I 37 ;
0200- I 38 ; MAIN PROGRAM
0200- I 39 ;
0100- I 40 GETKEY .EQ $100
0200- I 41
0200-A9 FF I 42 ( 2) LDA #$FF ; SET UP PORTS.
0202-8D 03 C0 I 43 ( 4) STA DDR1A
0205-8D 02 C0 I 44 ( 4) STA DDR1B
0208-8D 02 CC I 45 ( 4) STA DDR3B
020B-AD 04 C0 I 46 ( 4) LDA T1CL ; GET SEED FOR RANDOM # GENERATOR.
020E-85 15 I 47 ( 2) STA RND+1
0210-A9 08 I 48 ( 2) START LDA #8 ; INITIAL SCORE IS EIGHT.
0212-85 02 I 49 ( 2) STA SCORE
0214-A8 I 50 ( 2) TAY ; SHOW INITIAL SCORE
0215-20 3D 03 I 51 ( 6) JSR LIGHT
0218-20 00 01 I 52 ( 6) KEY JSR GETKEY ; ANY KEY PRESSED STARTS PROGRAM.
021B-20 27 02 I 53 ( 6) JSR DISPLY ; SPIN WHEELS
021E-20 A7 02 I 54 ( 6) JSR EVAL ; CHECK SCORE AND SHOW IT
0221-A5 02 I 55 ( 3) LDA SCORE
0223-D0 F3 I 56 (2**) BNE KEY ; IF SCORE <> 0, GET NEXT PLAY.
0225-F0 E9 I 57 (2**) BEQ START ; IF SCORE = 0; RESTART.
0227- I 58
0227- I 59 ;
0227- I 60 ; SUBROUTINE 'DISPLY'
0227- I 61 ; SUBROUTINE TO DISPLAY 'SPINNING' LEDS, FIND COMBINATION USED TO
0227- I 62 ; DETERMINE SCORE.
0227- I 63 ;
005A- I 64 LOLIM = 90
0087- I 65 HILIM = 135
0050- I 66 SPDPRM = 80
0227-A9 00 I 67 ( 2) DISPLY LDA #0 ; RESET POINTERS.
0229-85 0B I 68 ( 2) STA INCR
022B-85 0C I 69 ( 2) STA INCR+1
022D-85 0D I 70 ( 2) STA INCR+2
022F-A0 02 I 71 ( 2) LDRND LDY #2 ; SET INDEX FOR 3 ITERATIONS.
0231-20 80 03 I 72 ( 6) GETRND JSR RANDOM ; GET RANDOM #.
0234-C9 87 I 73 ( 2) CMP #HILIM ; TOO LARGE?
0236-B0 F9 I 74 (2**) BCS GETRND ; IF SO, GET ANOTHER.
0238-C9 5A I 75 ( 2) CMP #LOLIM ; TOO SMALL?
023A-90 F5 I 76 (2**) BCC GETRND ; IF SO, GET ANOTHER.
023C-99 08 00 I 77 ( 5) STA INDX,Y ; SAVE IN LOOP INDEXES AND
023F-99 05 00 I 78 ( 5) STA SPEEDS,Y ; LOOP SPEED COUNTERS.
0242-88 I 79 ( 2) DEY
0243-10 EC I 80 (2**) BPL GETRND ; GET NEXT RND #.
0245-A2 02 I 81 ( 2) UPDATE LDX #2 ; SET INDEX FOR THREE ITERATIONS.
0247-B4 05 I 82 ( 4) UPDTLP LDY SPEEDS,X ; IS SPEED(X) = 0?
0249-F0 44 I 83 (2**) BEQ NXTUPD ; IF SO, DO NEXT UPDATE.
024B-D6 08 I 84 ( 6) DEC INDX,X ; DECREMENT LOOP INDEX(X)
024D-D0 40 I 85 (2**) BNE NXTUPD ; IF LOOPINDEX(X) <> 0, DO NEXT UPDATE.
024F-B4 0B I 86 ( 4) LDY INCR,X ; INCREMENT POINTER(X).
0251-C8 I 87 ( 2) INY
0252-C0 03 I 88 ( 2) CPY #3 ; POINTER = 3?
0254-D0 02 I 89 (2**) BNE NORST ; IF NOT SKIP...
0256-A0 00 I 90 ( 2) LDY #0 ; ... RESET OF POINTER TO 0.
0258-94 0B I 91 ( 4) NORST STY INCR,X ; RESTORE POINTER(X).
025A-86 00 I 92 ( 3) STX TEMP ; MULTIPLY X BY 3 FOR ARRAY ACCESS.
025C-8A I 93 ( 2) TXA
025D-0A I 94 ( 2) ASL A
025E-18 I 95 ( 2) CLC
025F-65 00 I 96 ( 3) ADC TEMP
0261-75 0B I 97 ( 4) ADC INCR,X ; ADD COLUMN # TO PTR(X) FOR ROW#.
0263-A8 I 98 ( 2) TAY ; TRANSFER TO Y FOR INDEXING.
0264-B9 93 03 I 99 ( 4*) LDA LTABLE,Y ; GET PATTERN FOR LED.
0267-95 0E I 100 ( 4) STA LTMSK,X ; STORE IN LIGHT MASK(X).
0269-B4 05 I 101 ( 4) SPDUPD LDY SPEEDS,X ; INCREMENT SPEED (X).
026B-C8 I 102 ( 2) INY
026C-94 05 I 103 ( 4) STY SPEEDS,X ; RESTORE.
026E-94 08 I 104 ( 4) STY INDX,X ; RESET LOOP INDEX(X).
0270-A9 00 I 105 ( 2) LEDUPD LDA #0 ; UPDATE LIGHTS.
0272-8D 00 C0 I 106 ( 4) STA PORT1B ; RESET LED #9
0275-A5 10 I 107 ( 3) LDA LTMSK+2 ; COMBINE PATTERN FOR OUTPUT.
0277-D0 07 I 108 (2**) BNE OFFLD9 ; IF MASK#3 <> 0, LED 9 OFF.
0279-A9 01 I 109 ( 2) LDA #01 ; TURN ON LED 9.
027B-8D 00 C0 I 110 ( 4) STA PORT1B
027E-A9 00 I 111 ( 2) LDA #0 ; RESET A SO PATTERN WON'T BE BAD.
0280-05 0E I 112 ( 3) OFFLD9 ORA LTMSK ; COMBINE REST OF PATTERNS.
0282-05 0F I 113 ( 3) ORA LTMSK+1
0284-8D 01 C0 I 114 ( 4) STA PORT1A ; SET LIGHTS.
0287-AD 00 CC I 115 ( 4) LDA PORT3B ; TOGGLE SPEAKER.
028A-49 FF I 116 ( 2) EOR #$FF
028C-8D 00 CC I 117 ( 4) STA PORT3B
028F-CA I 118 ( 2) NXTUPD DEX ; DECREMENT X FOR NEXT UPDATE.
0290-10 B5 I 119 (2**) BPL UPDTLP ; IF X >= 0, DO NEXT UPDATE.
0292-A0 50 I 120 ( 2) LDY #SPDPRM ; DELAY A BIT TO SLOW
0294-88 I 121 ( 2) WAIT DEY ; FLASHING OF LEDS.
0295-D0 FD I 122 (2**) BNE WAIT
0297-A5 05 I 123 ( 3) LDA SPEEDS ; CHECK IF ALL COLUMNS OF LEDS STOPPED.
0299-05 06 I 124 ( 3) ORA SPEEDS+1
029B-05 07 I 125 ( 3) ORA SPEEDS+2
029D-D0 A6 I 126 (2**) BNE UPDATE ; IF NOT, DO NEXT SEQUENCE OF UPDATES.
029F-A9 FF I 127 ( 2) LDA #$FF
02A1-85 03 I 128 ( 2) STA DUR ; DELAY TO SHOW USER PATTERN.
02A3-20 30 03 I 129 ( 6) JSR DELAY
02A6-60 I 130 ( 6) RTS ; ALL LEDS STOPPED, DONE.
02A7- I 131
02A7- I 132 ;
02A7- I 133 ; SUBROUTINE 'EVAL'
02A7- I 134 ; SUBROUTINE TO EVALUATE PRODUCT OF SPIN, AND DISPLAY SCORE WITH TONES FOR
02A7- I 135 ; WIN, LOSE, WIN+ENDGAME AND LOST+ENDGAME.
02A7- I 136 ;
0020- I 137 HITONE = $20
00F0- I 138 LOTONE = $F0
02A7-A9 00 I 139 ( 2) EVAL LDA #0 ; RESET VARIABLES.
02A9-85 11 I 140 ( 2) STA VALUES
02AB-85 12 I 141 ( 2) STA VALUES+1
02AD-85 13 I 142 ( 2) STA VALUES+2
02AF-85 01 I 143 ( 2) STA SCORTP
02B1-A0 02 I 144 ( 2) LDY #2 ; SET INDEX Y FOR 3 ITERATIONS TO COUNT # OF
02B3- I 145 ; LEDS ON IN EACH ROW.
02B3-B6 0B I 146 ( 4) CNTLP LDX INCR,Y ; CHECK POINTER(Y), ADDING
02B5-F6 11 I 147 ( 6) INC VALUES,X ; UP # OF LEDS ON IN EACH ROW.
02B7-88 I 148 ( 2) DEY
02B8-10 F9 I 149 (2**) BPL CNTLP ; LOOP IF NOT DONE.
02BA-A2 02 I 150 ( 2) LDX #2 ; SET INDEX X FOR 3 ITERATIONS
02BC- I 151 ; OF LOOP TO FIND SCORE.
02BC-8A I 152 ( 2) SCORLP TXA ; MULTIPLY INDEX BY FOUR FOR ARRAY ROW ACCESS.
02BD-0A I 153 ( 2) ASL A
02BE-0A I 154 ( 2) ASL A
02BF-18 I 155 ( 2) CLC ; ADD # OF LEDS ON IN ROW(X) TO...
02C0-75 11 I 156 ( 4) ADC VALUES,X ; ... ARRIVE AT COLUMN ADDRESS IN ARRAY.
02C2-A8 I 157 ( 2) TAY ; USE AS INDEX
02C3-B9 9C 03 I 158 ( 4*) LDA SCORTB,Y ; GET SCORE FOR THIS SPIN.
02C6-18 I 159 ( 2) CLC
02C7-65 01 I 160 ( 3) ADC SCORTP ; ADD TO ANY PREVIOUS SCORES
02C9- I 161 ; ACCUMULATED IN THIS LOOP.
02C9-85 01 I 162 ( 2) STA SCORTP ; RESTORE
02CB-CA I 163 ( 2) DEX
02CC-10 EE I 164 (2**) BPL SCORLP ; LOOP IF NOT DONE
02CE-A9 60 I 165 ( 2) LDA #$60 ; SET UP DURATIONS FOR TONES.
02D0-85 03 I 166 ( 2) STA DUR
02D2-A5 01 I 167 ( 3) LDA SCORTP ; GET SCORE FOR THIS SPIN.
02D4-F0 34 I 168 (2**) BEQ LOSE ; IF SCORE IS 0, LOSE A POINT.
02D6-E6 02 I 169 ( 5) WIN INC SCORE ; RAISE OVERALL SCORE BY ONE.
02D8-A4 02 I 170 ( 3) LDY SCORE ; GET SCORE
02DA-C0 10 I 171 ( 2) CPY #16 ; WIN WITH 16 POINTS?
02DC-F0 10 I 172 (2**) BEQ WINEND ; YES; WIN+ENDGAME.
02DE-20 3D 03 I 173 ( 6) JSR LIGHT ; SHOW SCORE
02E1-A9 20 I 174 ( 2) LDA #HITONE ; PLAY HIGH BEEP.
02E3-20 64 03 I 175 ( 6) JSR TONE
02E6-20 30 03 I 176 ( 6) JSR DELAY ; SHORT DELAY.
02E9-C6 01 I 177 ( 5) DEC SCORTP ; DECREMENT SCORE TO BE ADDED TO...
02EB- I 178 ; OVERALL SCORE BY ONE.
02EB-D0 E9 I 179 (2**) BNE WIN ; LOOP IF SCORE TRANSFER NOT COMPLETE.
02ED-60 I 180 ( 6) RTS ; DONE, RETURN TO MAIN PROGRAM.
02EE-A9 FF I 181 ( 2) WINEND LDA #$FF ; TURN ALL LEDS ON TO SIGNAL WIN.
02F0-8D 01 C0 I 182 ( 4) STA PORT1A
02F3-8D 00 C0 I 183 ( 4) STA PORT1B
02F6-85 00 I 184 ( 2) STA TEMP ; SET FREQ PARAMETER FOR RISING WARBLE.
02F8-A9 00 I 185 ( 2) LDA #0
02FA-85 02 I 186 ( 2) STA SCORE ; CLEAR TO FLAG RESTART.
02FC-A9 04 I 187 ( 2) LDA #4
02FE-85 03 I 188 ( 2) STA DUR ; SHORT DURATION FOR INDIVIDUAL BEEPS IN WARBLE.
0300-A5 00 I 189 ( 3) RISE LDA TEMP ; GET FREQUENCY...
0302-20 64 03 I 190 ( 6) JSR TONE ; ... FOR BEEP.
0305-C6 00 I 191 ( 5) DEC TEMP ; NEXT BEEP WILL BE HIGHER.
0307-D0 F7 I 192 (2**) BNE RISE ; DO NEXT BEEP IF NOT DONE.
0309-60 I 193 ( 6) RTS ; RETURN FOR RESTART.
030A-C6 02 I 194 ( 5) LOSE DEC SCORE ; IF SPIN BAD, SCORE=SCORE-1
030C-A4 02 I 195 ( 3) LDY SCORE ; SHOW SCORE
030E-20 3D 03 I 196 ( 6) JSR LIGHT
0311-A9 F0 I 197 ( 2) LDA #LOTONE ; PLAY LOW LOSE TONE.
0313-20 64 03 I 198 ( 6) JSR TONE
0316-A4 02 I 199 ( 3) LDY SCORE ; GET SCORE TO SEE...
0318-F0 01 I 200 (2**) BEQ LOSEND ; ... IF GAME IS OVER.
031A-60 I 201 ( 6) RTS ; IF NOT, RETURN FOR NEXT SPIN.
031B-A9 00 I 202 ( 2) LOSEND LDA #0 ; SET TEMP FOR USE AS FREQUENCY PARAMETER
031D-85 00 I 203 ( 2) STA TEMP ; IN FALLING WARBLE.
031F-8D 01 C0 I 204 ( 4) STA PORT1A ; CLEAR LED #1.
0322-A9 04 I 205 ( 2) LDA #4
0324-85 03 I 206 ( 2) STA DUR
0326-A5 00 I 207 ( 3) FALL LDA TEMP
0328-20 64 03 I 208 ( 6) JSR TONE ; PLAY BEEP.
032B-E6 00 I 209 ( 5) INC TEMP ; NEXT TONE WILL BE LOWER.
032D-D0 F7 I 210 (2**) BNE FALL
032F-60 I 211 ( 6) RTS ; RETURN FOR RESTART.
0330- I 212
0330- I 213 ;
0330- I 214 ; SUBROUTINE 'DELAY'
0330- I 215 ; VARIABLE LENGHT DELAY SUBROUTINE
0330- I 216 ; DELAY LENGTH = (2046*[DUR]+10) US.
0330- I 217 ;
0330-A4 03 I 218 ( 3) DELAY LDY DUR ; GET DELAY LENGHT.
0332-A2 FF I 219 ( 2) DL1 LDX #$FF ; SET COUNTER FOR INNER 2040 US. LOOP TO
0334-D0 00 I 220 (2**) DL2 BNE DL3 ; WASTE TIME.
0336-CA I 221 ( 2) DL3 DEX ; DECREMENT INNER LOOP COUNTER.
0337-D0 FB I 222 (2**) BNE DL2 ; LOOP UNTIL INNER LOOP DONE.
0339-88 I 223 ( 2) DEY ; DECREMENT OUTER LOOP COUNTER.
033A-D0 F6 I 224 (2**) BNE DL1 ; LOOP UNTIL DONE.
033C-60 I 225 ( 6) RTS ; RETURN.
033D- I 226
033D- I 227 ;
033D- I 228 ; SUBROUTINE 'LIGHT'
033D- I 229 ; SUBROUTINE TO LIGHT LEDS CORRESPONDING TO THE CONTENTS OF REGISTER Y ON
033D- I 230 ; ENTERING.
033D- I 231 ;
033D-A9 00 I 232 ( 2) LIGHT LDA #0 ; CLEAR ACCUMULATOR FOR BIT SHIFT.
033F-85 00 I 233 ( 2) STA TEMP ; CLEAR OVERFLOW FLAG
0341-8D 01 C0 I 234 ( 4) STA PORT1A ; CLEAR LOW LEDS
0344-8D 00 C0 I 235 ( 4) STA PORT1B ; CLEAR HIGH LEDS.
0347-C0 0F I 236 ( 2) CPY #15 ; CODE FOR UNCONNECTED BIT?
0349-F0 01 I 237 (2**) BEQ LIGHT0 ; IF SO, NO CHANGE.
034B-88 I 238 ( 2) DEY ; DECREMENT TO MATCH.
034C-38 I 239 ( 2) LIGHT0 SEC ; SET BIT TO BE SHIFTED HIGH.
034D-2A I 240 ( 2) LTSHFT ROL A ; SHIFT BIT LEFT.
034E-90 05 I 241 (2**) BCC LTCC ; IF CARRY SET, OVERFLOW HAS OCCURRED
0350- I 242 ; INTO HIGH BYTE.
0350-A2 FF I 243 ( 2) LDX #$FF ; SET OVERFLOW FLAG.
0352-86 00 I 244 ( 3) STX TEMP
0354-2A I 245 ( 2) ROL ; MOVE BIT OUT OF CARRY.
0355-88 I 246 ( 2) LTCC DEY ; ONE LESS BIT TO BE SHIFTED.
0356-10 F5 I 247 (2**) BPL LTSHFT ; SHIFT AGAIN IF NOT DONE.
0358-A6 00 I 248 ( 3) LDX TEMP ; GET OVERFLOW FLAG.
035A-D0 04 I 249 (2**) BNE HIBYTE ; IF FLAG <> 0, OVERFLOW: A CONTAINS HIGH BYTE.
035C-8D 01 C0 I 250 ( 4) LOBYTE STA PORT1A ; STORE A IN LOW ORDER LEDS.
035F-60 I 251 ( 6) RTS ; RETURN.
0360-8D 00 C0 I 252 ( 4) HIBYTE STA PORT1B ; STORE A IN HIGH ORDER LEDS.
0363-60 I 253 ( 6) RTS ; RETURN.
0364- I 254
0364- I 255 ;
0364- I 256 ; SUBROUTINE 'TONE'
0364- I 257 ; TONE GENERATION SUBROUTINE.
0364- I 258 ;
0364-85 04 I 259 ( 2) TONE STA FREQ
0366-A9 FF I 260 ( 2) LDA #$FF
0368-8D 00 CC I 261 ( 4) STA PORT3B
036B-A9 00 I 262 ( 2) LDA #0
036D-A6 03 I 263 ( 3) LDX DUR
036F-A4 04 I 264 ( 3) FL2 LDY FREQ
0371-88 I 265 ( 2) FL1 DEY
0372-18 I 266 ( 2) CLC
0373-90 00 I 267 (2**) BCC FL0
0375-D0 FA I 268 (2**) FL0 BNE FL1
0377-49 FF I 269 ( 2) EOR #$FF
0379-8D 00 CC I 270 ( 4) STA PORT3B
037C-CA I 271 ( 2) DEX
037D-D0 F0 I 272 (2**) BNE FL2
037F-60 I 273 ( 6) RTS
0380- I 274
0380- I 275 ;
0380- I 276 ; SUBROUTINE 'RANDOM'
0380- I 277 ; RANDOM NUMBER GENERATOR SUBROUTINE.
0380- I 278 ;
0380-38 I 279 ( 2) RANDOM SEC
0381-A5 15 I 280 ( 3) LDA RND+1
0383-65 18 I 281 ( 3) ADC RND+4
0385-65 19 I 282 ( 3) ADC RND+5
0387-85 14 I 283 ( 2) STA RND
0389-A2 04 I 284 ( 2) LDX #4
038B-B5 14 I 285 ( 4) RNDSH LDA RND,X
038D-95 15 I 286 ( 4) STA RND+1,X
038F-CA I 287 ( 2) DEX
0390-10 F9 I 288 (2**) BPL RNDSH
0392-60 I 289 ( 6) RTS
0393- I 290
0393- I 291 ;
0393- I 292 ; ARRAYS
0393- I 293 ;
0393- I 294
0393- I 295 ;
0393- I 296 ; ARRAY OF PATTERNS TO LIGHT LEDS, ARRAY ROWS CORRESPOND TO COLUMNS OF LED
0393- I 297 ; ARRAY, AND COLUMNS TO ROWS, FOR EXAMPLE, THIRD BYTE IN ROW ONE WILL LIGHT
0393- I 298 ; LED 7.
0393- I 299 ;
0393-01 08 40 02
10 80 04 20
00 I 300 LTABLE .HS 01.08.40.02.10.80.04.20.00
039C- I 301
039C- I 302 ;
039C- I 303 ; ARRAY OF SCORES RECEIVED FOR CERTAIN PATTERS OF LIT LEDS; ROWS CORRESPOND TO
039C- I 304 ; ROWS IN LED ARRAY. COLUMNS CORRESPOND TO NUMBER OF LEDS LIT IN THAT ROW.
039C- I 305 ; I.E. 3 LEDS IN MIDDLE ROW IS 3 PTS.
039C- I 306 ;
039C-00 00 00 00
00 00 01 03
00 00 00 00 I 307 SCORTB .HS 00.00.00.00.00.00.01.03.00.00.00.00